Live in v8.4.0Atlas of Doors · Season VIII · Patch notes · Oct 24, 2026

Season VIII balance changes

35 changes across cards, monsters, monster groups, bosses and charms. Each one shows what it does now, the numbers that changed, and why.

Buffed23

Stronger than before.

Cards10

Ash Storm 1
Ash StormBuffed
Flame path

Deal 9 to ALL monsters. Gain 2 Guard. Apply 2 Ember.

Damage 8 → 9

Ash Storm struggled against groups. It deals a little more to every monster.

Flame Arc 1
Flame ArcBuffed
Flame path

Deal 1. Sear 4. Apply 2 Ember.

Sear 3 → 4

Flame Arc was one of Flame's weakest cards. It now burns a little more.

Cold Comfort 1
Cold ComfortBuffed
Frost path

Deal 2. Gain 4 Guard. Heal 3.

Heal 2 → 3

Cold Comfort was one of Frost's weakest picks. A slightly bigger heal makes it worth a slot.

Frost Mark 1
Frost MarkBuffed
Frost path

Deal 5. Apply 5 Shatter. Chain: apply 3 more.

Damage 3 → 5

Frost Mark did almost nothing on the turn you played it. It now hits a little harder right away.

Frostbite 1
FrostbiteBuffed
Frost path

Deal 2. Gain 2 Guard. Apply 4 Chill.

Chill 3 → 4

Frost struggled on the first descent and Frostbite felt like it did too little. One more Chill helps it set up the freeze.

Crimson Slash 1
Crimson SlashBuffed
Blood path

Deal 5, then 5. Chain: apply 2 Bleed.

Damage 4 → 5

New players often start with Blood and lose early. Crimson Slash now hits a little harder on both swings.

Sacrifice 1
SacrificeBuffed
Blood path

Lose 2 HP. Deal 24. Unleash 2.

Damage 21 → 24

Sacrifice cost health and did not hit hard enough to be worth it. The hit is bigger now.

Forked Arc 1
Forked ArcBuffed
Storm path

Deal 5 per card played this turn to 2 random monsters.

Damage per card 4 → 5

Forked Arc rarely paid off. Each card you play now adds a little more to it.

Ground Wire 1
Ground WireBuffed
Storm path

Deal 5. Gain 2 Guard. Heal 3.

Damage 4 → 5

Storm had a rough first descent. Ground Wire now hits a little harder so the early fights go quicker.

Scatter Bolt 1
Scatter BoltBuffed
Storm path

Deal 5 to ALL monsters. Gain 2 Guard. Draw 1.

Damage 4 → 5

Scatter Bolt felt weak against groups. A little more damage to every monster helps it clear a room.

Bossesnow tougher6

Shroudwright
ShroudwrightTougher
Boss♥ 283
Health 262 → 283

The Shroudwright fell before its measuring could ever matter. With a little more health, its chalk lines get time to close in.

Sillrot
SillrotTougher
Boss♥ 229
Health 212 → 229

Sillrot crumbled like old wood when it should swell and stick. It is sturdier now, so forcing that door takes real work.

The Lazaret
The LazaretTougher
Boss♥ 246
Health 228 → 246

The Lazaret’s ward was emptied too quickly to feel like a place you must escape. It has more health now, so its careful treatment has time to work on you.

Blackwater
BlackwaterTougher
Boss♥ 222
Health 206 → 222

The Undertow sank too fast for its pull to matter. It stands a little longer now, so the black water gets its say.

Diabase
DiabaseTougher
Boss♥ 171
Health 158 → 171

Diabase is the floor of the Atlas, and the floor should not give way that easily. It now holds a while longer before it breaks.

ZEAL
ZEALTougher
Boss♥ 218
Health 202 → 218

Zael’s tally of your self-inflicted wounds rarely had time to come due. A little more health keeps its ledger open.

Charms7

Red Toll
Red TollBuffed
Uncommon

Start each combat with 7 Wrath. Healing in combat is halved.

Wrath 5 → 7

Red Toll was the weakest of the new charms. It now gives more Wrath.

Hungering Blade
Hungering BladeBuffed
Rare

Played cards deal 6. When you take damage, lose 3 more HP.

Damage 5 → 6

Hungering Blade's price felt bigger than its reward. Each card now deals a little more.

Thornheart
ThornheartBuffed
Uncommon

When you take damage, deal 9 back to the enemy.

Damage 7 → 9

Thornheart rarely paid off. It now hits back harder.

Fracture Crown
Fracture CrownBuffed
Rare

Enemies start each combat with 4 Shatter.

Shatter 3 → 4

Fracture Crown felt weak for what it is. It now applies more Shatter.

Berserker Brand
Berserker BrandBuffed
Rare

When you take damage, gain 3 Wrath.

Wrath 2 → 3

Berserker Brand felt like a weak pick. It now gives more Wrath.

Galecharge Sigil
Galecharge SigilBuffed
Rare

Whenever you Chain, deal 7 to the enemy.

Damage 5 → 7

Galecharge Sigil rarely made a difference. It now hits harder.

Wildfire Heart
Wildfire HeartBuffed
Rare

Every 3rd card you play each turn deals 11 to the enemy.

Damage 8 → 11

Wildfire Heart was one of the charms players most often regretted. It now hits harder.

Debuffed12

Trimmed back a little.

Cards5

Keen Fan 1
Keen FanDebuffed
Poise path

Gain 7 Guard. Deal 14 per Edge to ALL monsters.

Damage per Edge 16 → 14

Poise runs were winning far more than any other deck, and Keen Fan was one of the cards carrying them. Its sweep hits a little softer; the Guard stays.

Single Stroke 1
Single StrokeDebuffed
Poise path

Deal 21 per Edge. Deal 1 per Combo.

Damage per Edge 24 → 21

A small trim to one of Poise's strongest finishers, so the deck sits closer to the others.

Still Water 1
Still WaterDebuffed
Poise path

Gain 15 Guard. Hone up to 13.

Guard 18 → 15

Still Water gave Poise more Guard than it needed. The Hone that drives the deck is untouched.

Blood Gash 0
Blood GashDebuffed
Verge path

Lose 1 HP. Gain 4 Wrath. Apply 2 Bleed.

Wrath 5 → 4

Blood Gash fed Verge more Wrath than the deck needed. The Bleed stays as it was.

Scar Mend 1
Scar MendDebuffed
Verge path

Heal 8. Apply 1 Chill. Accrete 1.

Heal 10 → 8

Verge was comfortably ahead of the pack, and Scar Mend's heal was a big part of that. It heals a little less.

Monstersnow easier6

The Broodmother
The BroodmotherEasier
The Silked Hollows
Attack 20 → 17

The Broodmother stopped many first runs early. Its biggest attack is a little softer.

The Gantry
The GantryEasier
The Spinneret Galleries
Attack 22 → 20

The Gantry ended far more runs than the other monsters of the Galleries. Its two big swings hit a little softer.

Furnace Thrall
Furnace ThrallEasier
The Vitreous Kiln
Attack 21 → 19

The Furnace Thrall was one of the toughest elites in the Kiln. Its slam is a little softer.

Slag Hauler
Slag HaulerEasier
The Vitreous Kiln
Attack 18 → 16

The Slag Hauler hit harder than the rest of the Kiln. Its bucket swing is a little softer.

The Bottlehead
The BottleheadEasier
The Vitreous Kiln
Attack 15 → 13

The Glazier was the Kiln's deadliest regular monster. Its main hit is a little softer.

The Slagwright
The SlagwrightEasier
The Vitreous Kiln♥ 86
Health 93 → 86Attack 13 → 12

The Slagwright was ending a lot of runs, especially for newer players. It has a little less health and its twin strike is softer.

Monster groupsnow easier1

Wallmason and Gantry
Wallmason and GantryEasier
The Spinneret Galleries

2 monsters, floors 3–4. Each one fights at a share of its lone strength: 52% behind a ◆◆ door.

Strength vs a lone foe 55% → 53%Strength behind a ◆◆ door 54% → 52%

This pair was far deadlier than a single monster behind the same door. Both members now fight a little weaker.

The Wallmason (leader) · The Gantry

Atlas of Doors · Season VIII balance changes · Everything new in Season VIII

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